Naming constancy for 'imm' utility functions
- use 'imm_draw_' prefix for functions that draw. - use '_3d' suffix for 3d functions, no suffix for 2d functions. - use terms fill/wire (shorter than filled / lined). Also add `imm_draw_circle_fill_3d` (only had wire version)
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@ -478,7 +478,7 @@ static void sk_drawEdge(SK_Point *pt0, SK_Point *pt1, float size, float color[4]
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angle = angle_normalized_v3v3(vec2, vec1);
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gpuRotate3fv(angle * (float)(180.0 / M_PI) + 180.0f, axis);
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imm_cylinder(pos, sk_clampPointSize(pt1, size), sk_clampPointSize(pt0, size), length, 8, 8);
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imm_draw_cylinder_fill_3d(pos, sk_clampPointSize(pt1, size), sk_clampPointSize(pt0, size), length, 8, 8);
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immUnbindProgram();
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}
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@ -506,7 +506,7 @@ static void sk_drawNormal(SK_Point *pt, float size, float height)
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angle = angle_normalized_v3v3(vec2, pt->no);
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gpuRotate3fv(angle * (float)(180.0 / M_PI), axis);
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imm_cylinder(pos, sk_clampPointSize(pt, size), 0, sk_clampPointSize(pt, height), 10, 2);
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imm_draw_cylinder_fill_3d(pos, sk_clampPointSize(pt, size), 0, sk_clampPointSize(pt, height), 10, 2);
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immUnbindProgram();
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@ -1852,7 +1852,7 @@ static void gpencil_draw_eraser(bContext *UNUSED(C), int x, int y, void *p_ptr)
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glEnable(GL_BLEND);
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immUniformColor4ub(255, 100, 100, 20);
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imm_draw_filled_circle(pos, x, y, p->radius, 40);
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imm_draw_circle_fill(pos, x, y, p->radius, 40);
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setlinestyle(6); /* TODO: handle line stipple in shader */
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@ -60,7 +60,8 @@ struct ColorManagedDisplaySettings;
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void imm_draw_lined_circle(unsigned pos, float x, float y, float radius, int nsegments);
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/* use this version when VertexFormat has a vec3 position */
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void imm_draw_lined_circle_3D(unsigned pos, float x, float y, float radius, int nsegments);
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void imm_draw_circle_wire_3d(unsigned pos, float x, float y, float radius, int nsegments);
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void imm_draw_circle_fill_3d(unsigned pos, float x, float y, float radius, int nsegments);
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/**
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* Draw a filled circle with the given \a radius.
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@ -72,7 +73,7 @@ void imm_draw_lined_circle_3D(unsigned pos, float x, float y, float radius, int
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* \param radius The circle's radius.
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* \param nsegments The number of segments to use in drawing (more = smoother).
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*/
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void imm_draw_filled_circle(unsigned pos, float x, float y, float radius, int nsegments);
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void imm_draw_circle_fill(unsigned pos, float x, float y, float radius, int nsegments);
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/**
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* Draw a filled arc with the given inner and outer radius.
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@ -89,7 +90,7 @@ void imm_draw_filled_circle(unsigned pos, float x, float y, float radius, int ns
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* \param start: Specifies the starting angle, in degrees, of the disk portion.
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* \param sweep: Specifies the sweep angle, in degrees, of the disk portion.
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*/
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void imm_draw_filled_disk_partial(
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void imm_draw_disk_partial_fill(
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unsigned pos, float x, float y,
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float radius_inner, float radius_outer, int nsegments, float start, float sweep);
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@ -105,7 +106,7 @@ void imm_draw_filled_disk_partial(
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void imm_draw_line_box(unsigned pos, float x1, float y1, float x2, float y2);
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/* use this version when VertexFormat has a vec3 position */
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void imm_draw_line_box_3D(unsigned pos, float x1, float y1, float x2, float y2);
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void imm_draw_line_box_3d(unsigned pos, float x1, float y1, float x2, float y2);
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/* Draw a standard checkerboard to indicate transparent backgrounds */
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void imm_draw_checker_box(float x1, float y1, float x2, float y2);
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@ -129,9 +130,10 @@ void imm_cpack(unsigned int x);
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* \param slices Specifies the number of subdivisions around the z axis.
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* \param stacks Specifies the number of subdivisions along the z axis.
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*/
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void imm_cylinder_nor(unsigned int pos, unsigned int nor, float base, float top, float height, int slices, int stacks);
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void imm_cylinder_wire(unsigned int pos, float base, float top, float height, int slices, int stacks);
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void imm_cylinder(unsigned int pos, float base, float top, float height, int slices, int stacks);
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void imm_draw_cylinder_fill_normal_3d(
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unsigned int pos, unsigned int nor, float base, float top, float height, int slices, int stacks);
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void imm_draw_cylinder_wire_3d(unsigned int pos, float base, float top, float height, int slices, int stacks);
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void imm_draw_cylinder_fill_3d(unsigned int pos, float base, float top, float height, int slices, int stacks);
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/**
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* Returns a float value as obtained by glGetFloatv.
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@ -2270,7 +2270,7 @@ static void ui_hsv_cursor(float x, float y)
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformColor3f(1.0f, 1.0f, 1.0f);
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imm_draw_filled_circle(pos, x, y, 3.0f * U.pixelsize, 8);
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imm_draw_circle_fill(pos, x, y, 3.0f * U.pixelsize, 8);
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glEnable(GL_BLEND);
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glEnable(GL_LINE_SMOOTH);
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@ -97,7 +97,7 @@ void imm_draw_lined_circle(unsigned pos, float x, float y, float rad, int nsegme
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imm_draw_circle(PRIM_LINE_LOOP, pos, x, y, rad, nsegments);
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}
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void imm_draw_filled_circle(unsigned pos, float x, float y, float rad, int nsegments)
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void imm_draw_circle_fill(unsigned pos, float x, float y, float rad, int nsegments)
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{
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imm_draw_circle(PRIM_TRIANGLE_FAN, pos, x, y, rad, nsegments);
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}
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@ -127,16 +127,18 @@ static void imm_draw_disk_partial(
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/**
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* Replacement for gluPartialDisk, (without 'loops' argument).
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*/
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void imm_draw_filled_disk_partial(
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void imm_draw_disk_partial_fill(
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unsigned pos, float x, float y,
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float rad_inner, float rad_outer, int nsegments, float start, float sweep)
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{
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imm_draw_disk_partial(PRIM_TRIANGLE_STRIP, pos, x, y, rad_inner, rad_outer, nsegments, start, sweep);
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}
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void imm_draw_lined_circle_3D(unsigned pos, float x, float y, float rad, int nsegments)
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static void imm_draw_circle_3D(
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PrimitiveType prim_type, unsigned pos, float x, float y,
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float rad, int nsegments)
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{
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immBegin(PRIM_LINE_LOOP, nsegments);
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immBegin(prim_type, nsegments);
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for (int i = 0; i < nsegments; ++i) {
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float angle = 2 * M_PI * ((float)i / (float)nsegments);
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immVertex3f(pos, x + rad * cosf(angle), y + rad * sinf(angle), 0.0f);
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@ -144,6 +146,16 @@ void imm_draw_lined_circle_3D(unsigned pos, float x, float y, float rad, int nse
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immEnd();
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}
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void imm_draw_circle_wire_3d(unsigned pos, float x, float y, float rad, int nsegments)
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{
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imm_draw_circle_3D(PRIM_LINE_LOOP, pos, x, y, rad, nsegments);
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}
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void imm_draw_circle_fill_3d(unsigned pos, float x, float y, float rad, int nsegments)
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{
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imm_draw_circle_3D(PRIM_TRIANGLE_FAN, pos, x, y, rad, nsegments);
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}
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void imm_draw_line_box(unsigned pos, float x1, float y1, float x2, float y2)
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{
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immBegin(PRIM_LINE_LOOP, 4);
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@ -154,7 +166,7 @@ void imm_draw_line_box(unsigned pos, float x1, float y1, float x2, float y2)
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immEnd();
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}
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void imm_draw_line_box_3D(unsigned pos, float x1, float y1, float x2, float y2)
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void imm_draw_line_box_3d(unsigned pos, float x1, float y1, float x2, float y2)
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{
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/* use this version when VertexFormat has a vec3 position */
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immBegin(PRIM_LINE_LOOP, 4);
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@ -186,7 +198,8 @@ void imm_cpack(unsigned int x)
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(((x) >> 16) & 0xFF));
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}
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void imm_cylinder_nor(unsigned int pos, unsigned int nor, float base, float top, float height, int slices, int stacks)
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void imm_draw_cylinder_fill_normal_3d(
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unsigned int pos, unsigned int nor, float base, float top, float height, int slices, int stacks)
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{
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immBegin(GL_TRIANGLES, 6 * slices * stacks);
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for (int i = 0; i < slices; ++i) {
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@ -237,7 +250,7 @@ void imm_cylinder_nor(unsigned int pos, unsigned int nor, float base, float top,
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immEnd();
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}
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void imm_cylinder_wire(unsigned int pos, float base, float top, float height, int slices, int stacks)
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void imm_draw_cylinder_wire_3d(unsigned int pos, float base, float top, float height, int slices, int stacks)
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{
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immBegin(GL_LINES, 6 * slices * stacks);
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for (int i = 0; i < slices; ++i) {
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@ -274,7 +287,7 @@ void imm_cylinder_wire(unsigned int pos, float base, float top, float height, in
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immEnd();
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}
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void imm_cylinder(unsigned int pos, float base, float top, float height, int slices, int stacks)
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void imm_draw_cylinder_fill_3d(unsigned int pos, float base, float top, float height, int slices, int stacks)
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{
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immBegin(GL_TRIANGLES, 6 * slices * stacks);
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for (int i = 0; i < slices; ++i) {
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@ -462,7 +462,7 @@ static void screencast_draw_cursor(bContext *UNUSED(C), int x, int y, void *UNUS
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformColor4ub(0, 0, 0, 32);
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imm_draw_filled_circle(pos, (float)x, (float)y, 20, 40);
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imm_draw_circle_fill(pos, (float)x, (float)y, 20, 40);
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immUniformColor4ub(255, 255, 255, 128);
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imm_draw_lined_circle(pos, (float)x, (float)y, 20, 40);
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@ -1115,7 +1115,7 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
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immUniform3fv("light", light_vec);
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gpuTranslate3f(0.0f, 0.0f, head);
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imm_cylinder_nor(pos, nor, size2, size1, length - head - tail, 16, 1);
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imm_draw_cylinder_fill_normal_3d(pos, nor, size2, size1, length - head - tail, 16, 1);
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immUnbindProgram();
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@ -1453,7 +1453,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
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* previously it adjusted to always to show it but that seems
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* confusing because it doesn't show the actual blend size */
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if (blend != 0.0f && blend != z_abs) {
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imm_draw_line_box_3D(pos, blend, -blend, -blend, blend);
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imm_draw_line_box_3d(pos, blend, -blend, -blend, blend);
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}
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}
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}
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@ -1467,7 +1467,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
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/* draw the circle at the end of the cone */
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gpuTranslate3f(0.0f, 0.0f, x);
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imm_draw_lined_circle_3D(pos, 0.0f, 0.0f, z_abs, 32);
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imm_draw_circle_wire_3d(pos, 0.0f, 0.0f, z_abs, 32);
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/* draw the circle representing spotbl */
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if (la->type == LA_SPOT) {
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@ -1477,7 +1477,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
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* previously it adjusted to always to show it but that seems
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* confusing because it doesn't show the actual blend size */
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if (blend != 0.0f && blend != z_abs) {
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imm_draw_lined_circle_3D(pos, 0.0f, 0.0f, blend, 32);
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imm_draw_circle_wire_3d(pos, 0.0f, 0.0f, blend, 32);
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}
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}
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}
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@ -1563,9 +1563,9 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
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else if (la->type == LA_AREA) {
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setlinestyle(3);
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if (la->area_shape == LA_AREA_SQUARE)
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imm_draw_line_box_3D(pos, -la->area_size * 0.5f, -la->area_size * 0.5f, la->area_size * 0.5f, la->area_size * 0.5f);
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imm_draw_line_box_3d(pos, -la->area_size * 0.5f, -la->area_size * 0.5f, la->area_size * 0.5f, la->area_size * 0.5f);
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else if (la->area_shape == LA_AREA_RECT)
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imm_draw_line_box_3D(pos, -la->area_size * 0.5f, -la->area_sizey * 0.5f, la->area_size * 0.5f, la->area_sizey * 0.5f);
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imm_draw_line_box_3d(pos, -la->area_size * 0.5f, -la->area_sizey * 0.5f, la->area_size * 0.5f, la->area_sizey * 0.5f);
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immBegin(GL_LINES, 2);
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immVertex3f(pos, 0.0f, 0.0f, -circrad);
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@ -8048,20 +8048,20 @@ static void imm_draw_bb(BoundBox *bb, char type, bool around_origin, const unsig
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float radius = size[0] > size[1] ? size[0] : size[1];
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gpuTranslate3f(cent[0], cent[1], cent[2] - size[2]);
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gpuScale3f(radius, radius, 2.0f * size[2]);
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imm_cylinder_wire(pos, 1.0f, 1.0f, 1.0f, 8, 1);
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imm_draw_cylinder_wire_3d(pos, 1.0f, 1.0f, 1.0f, 8, 1);
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}
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else if (type == OB_BOUND_CONE) {
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float radius = size[0] > size[1] ? size[0] : size[1];
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gpuTranslate3f(cent[0], cent[1], cent[2] - size[2]);
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gpuScale3f(radius, radius, 2.0f * size[2]);
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imm_cylinder_wire(pos, 1.0f, 0.0f, 1.0f, 8, 1);
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imm_draw_cylinder_wire_3d(pos, 1.0f, 0.0f, 1.0f, 8, 1);
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}
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else if (type == OB_BOUND_CAPSULE) {
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float radius = size[0] > size[1] ? size[0] : size[1];
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float length = size[2] > radius ? 2.0f * (size[2] - radius) : 0.0f;
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gpuTranslate3f(cent[0], cent[1], cent[2] - length * 0.5f);
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imm_cylinder_wire(pos, radius, radius, length, 8, 1);
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imm_draw_cylinder_wire_3d(pos, radius, radius, length, 8, 1);
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gpuRotateAxis(90, 'X');
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gpuScaleUniform(radius);
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@ -296,7 +296,7 @@ static void wm_gesture_draw_circle(wmGesture *gt)
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformColor4f(1.0, 1.0, 1.0, 0.05);
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imm_draw_filled_circle(pos, (float)rect->xmin, (float)rect->ymin, (float)rect->xmax, 40);
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imm_draw_circle_fill(pos, (float)rect->xmin, (float)rect->ymin, (float)rect->xmax, 40);
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immUnbindProgram();
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@ -3122,7 +3122,7 @@ static void radial_control_paint_tex(RadialControl *rc, float radius, float alph
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/* flat color if no texture available */
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformColor3fvAlpha(col, alpha);
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imm_draw_filled_circle(pos, 0.0f, 0.0f, radius, 40);
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imm_draw_circle_fill(pos, 0.0f, 0.0f, radius, 40);
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}
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immUnbindProgram();
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